TECH ART, PROTOTYPES & FACE MOCAP

 

I worked on multiple fronts on Beyond The Wire. From leading the level design team to establishing a solid creative vision, to working with the environment & character art teams, supporting them with technical art.

Real-time face mocap

I set up the materials for the skin and the eyes as well as the mocap workflow and tools. The short video to your right shows a bit of all of that.

To achieve this, I used a real time live link— which provided an interface for streaming data captured by an external device directly into Unreal Engine—and animation blueprints.

 

Multi-crew, player operated vehicles

Tanks on Beyond The Wire were complex design and animate.

These behemoths are controlled by multiple players at the same time. They each take control of a system, simulating real-world operation roles.

 
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Vertex animation was used to create highly performant 3D tracks for all in-game vehicles.

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Unique trenches, everywhere you look

Multiple elements were combined and placed procedurally along the trench lines. My team of level designers inputted a few parameters they wanted the trench lines to represent, such as year built and biome type.

The trench generation tool allowed us to decorate an infinite variety of trenches with the click of a button.

This tool ended up being so flexible and useful that my team decided to use it for various types of repeating walls, fences, power lines, barbed wire & more.

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BEYOND THE WIRE

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